Glossary

Common campaign terms

These definitions explain what the client is showing. They are descriptive only; the backend remains authoritative.

Anchor
A public location such as a tavern, town, road camp, gate, or landmark.
Contract
Backend-visible work your character or party may accept. Acceptance and rewards are server-owned.
Rumour
Player-visible information that may be local, distorted, stale, or incomplete. A rumour is not guaranteed hidden truth.
NPC
A backend-defined non-player character. Memory, faction state, and reactions come from backend data.
Party / Charter
Your adventuring company and its policies. Membership and readiness are backend state.
Route
A backend-defined path between anchors or sites.
Travel episode
The active journey created after a party starts a travel plan.
Encounter
A backend-created scene with backend-declared choices.
Combat
A backend-owned fight or tactical scene. The client submits legal actions; it does not calculate outcomes.
Reward
A backend-created grant after qualifying events. The client can claim it; it does not author XP, coins, or items.
Consequence
Backend-visible world, journal, NPC memory, rumour, or chronicle effects after meaningful events.
Current state
The backend route that tells the client where your character really is after login, refresh, or reconnect.
Idempotency key
A safety key attached to mutating requests so duplicate clicks do not duplicate canonical effects.
Sanitized debug report
A support bundle that redacts secrets and shows safe request/state metadata.